class FireTeamPawn extends GamePawn;

simulated function name GetDefaultCameraMode( PlayerController RequestedBy )
{
	return 'Isometric';
}

defaultproperties
{
	Components.Remove(Sprite)
	
	CollisionType=COLLIDE_BlockAll
	Begin Object Name=CollisionCylinder
		CollisionRadius=+0021.000000
		CollisionHeight=+0048.000000
		End Object
	CylinderComponent=CollisionCylinder

	Begin Object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment
			ModShadowFadeoutTime=0.25
			MinTimeBetweenFullUpdates=0.2
			AmbientGlow=(R=.01,G=.01,B=.01,A=1)
			AmbientShadowColor=(R=0.15,G=0.15,B=0.15)
			LightShadowMode=LightShadow_ModulateBetter
			ShadowFilterQuality=SFQ_High
			bSynthesizeSHLight=TRUE
	End Object
	Components.Add(MyLightEnvironment)

	Begin Object Class=SkeletalMeshComponent Name=InitialSkeletalMesh
			CastShadow=true
			bCastDynamicShadow=true
			bOwnerNoSee=false
			LightEnvironment=MyLightEnvironment;
	BlockRigidBody=true;
	CollideActors=true;
	BlockZeroExtent=true;
			PhysicsAsset=PhysicsAsset'CH_AnimCorrupt.Mesh.SK_CH_Corrupt_Male_Physics'
			AnimSets(0)=AnimSet'CH_AnimHuman.Anims.K_AnimHuman_AimOffset'
			AnimSets(1)=AnimSet'CH_AnimHuman.Anims.K_AnimHuman_BaseMale'
			AnimTreeTemplate=AnimTree'CH_AnimHuman_Tree.AT_CH_Human'
			SkeletalMesh=SkeletalMesh'CH_LIAM_Cathode.Mesh.SK_CH_LIAM_Cathode'
	End Object

	Mesh=InitialSkeletalMesh;
	Components.Add(InitialSkeletalMesh);
}